Jeff Zandi is a five time pro tour veteran who has been playing
Magic since 1994. Jeff is a level two DCI judge and has
been judging everything from small local tournaments
to pro tour events. Jeff is from Coppell, Texas, a suburb
of Dallas, where his upstairs game room has been the
"Guildhall", the home of the Texas Guildmages,
since the team formed in 1996. One of the original
founders of the team, Jeff Zandi is the team's
administrator, and is proud to continue the team's
tradition of having players in every pro tour from the
first event in 1996 to the present.
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The
Southwestern
Paladin
Ravnica Reviewed
Part Two – Common Red, Blue, Gold, Lands & Artifacts by Jeff
Zandi
October 14, 2005
Ravnica: City of Guilds
is a monstrous set full of amazing cards with
never-before-seen capabilities. Ravnica is a richer set than
any produced by Wizards of the Coast in many years. This set
is so multi-layered and complex that it is a little hard to
know where to start. So, in order to eat this elephant of a
set, I plan to start with a single bite. Last week, I
reviewed the fifteen commons from green, white and black.
This week, I will review the rest of the commons including
red and blue, as well as the common gold cards, artifacts,
hybrid cards (the cards with the strange-looking split mana
symbols in their casting cost) and common non-basic lands.
In each color, I have reviewed the cards from best to worst,
in my opinion. Since limited formats are the first
environment that players (including me) tend to encounter
cards from any new set, my card review is primarily from the
limited play point of view.
RED COMMONS
TIER ONE – ALWAYS PLAY
Galvanic Arc is a creature enchantment for 2R that gives the
enchanted creature first strike. When Galvanic Arc comes
into play, it deals three damage to target creature or
player. Cheap, common removal cards are the first thing you
look for in limited play. Red is the normal home of the best
cheap damage spells in most sets. Such is not the case in
Ravnica. In Ravnica, the best that red common removal gets
is a creature enchantment that must resolve in order to deal
the needed three points of damage. In other
words, to play Galvanic Arc and have it useful as a removal
spell, you have to (a) play it during one of your own main
steps (sorcery speed), (b) there has to be a creature in
play to enchant with the Galvanic Arc and (c) the creature
you enchant with Galvanic Arc has to be in play when the
spell resolves. All that having been said, Galvanic Arc is
STILL the best red common. Removal/damage spells are just
that important.
Fiery Conclusion is an instant for 1R that deals five damage
to a target creature. However, you must sacrifice a creature
as an additional cost to play Fiery Conclusion. The key to
this card is that it’s an instant. This means that you can
sacrifice a creature who has lethal damage assigned to him
in order to cast Fiery Conclusion. Clunky creature removal,
but effective enough to make Fiery Conclusion the second
best red common for limited play.
Viashino Fangtail is a 3/3 Viashino Warrior for 3RR. This
creature taps to deal one point of damage to a target
creature or player. “Pinger creatures” don’t usually come
with a 3/3 body. This card is nicely costed for Ravnica. I
love him and draft him highly.
Sabertooth Alley Cat is a 2/1 Cat for 1RR that must attack
each turn if able. For 1R, you can make any creature
(without the Defender ability) unable to block your
Sabertooth Alley Cat. This card gives you some evasive
capability although this card is probably better later in
the game than it is on turn three.
Dogpile is an instant for 3R that deals damage to target
creature or player equal to the number of attacking
creatures you control. Reviews from friends of mine who are
A LOT better at booster draft than I am say that Dogpile is
“completely fine”. Once again, not exactly a ROUSING vote
for Dogpile, but a thumbs up for this card just the same.
Once again, creature removal is at a premium in a very
creature-based limited environment, making Dogpile a card
you don’t necessarily WANT to play but which you will very
often NEED to play.
Sparkmage Apprentice is a 1/1 Human Wizard for 1R. When this
creature comes into play, it deals one damage to a target
creature or player. My pals have taken to calling this guy
“Baby Flametongue”. When this guy kills an important one
toughness creature on the other team or finishes off a
creature that was damaged earlier in the turn during combat,
it feels pretty good.
Ordruun Commando is a 4/1 Minotaur Soldier for 3R. You can
activate the Commando’s special ability for one white mana
to prevent the next one point of damage that would be dealt
to Ordruun Commando this turn. A 4/1 body for four mana is
fine for red already, but the added ability gives you the
chance to get this guy in there in combat without simply
being traded for with a 1/1 chumpy on the other side.
TIER TWO – POSSIBLY PLAYABLE
Sell-Sword Brute is a 2/2 Human Mercenary for 1R that deals
two points of damage to you when it goes to the graveyard
from play. Normally, you shouldn’t have to put up with a
penalty as great as two points of YOUR precious life points
just in order to have a 2/2 bear for two mana. For this
reason, the Sell-Sword Brute is downgraded to merely
“playable” in limited. There’s not much wrong with him, but
you
really would rather not take damage when your own men go to
the graveyard.
Barbarian Riftcutter is a 3/3 Human Barbarian for 4R. You
can spend one red and sacrifice this creature to destroy
target land. Nothing wrong with this guy, a nice 3/3 for an
acceptable cost of five mana, splashable at 4R with an
ability that COULD matter occasionally in limited play. I
have already seen a single land destruction spell change an
entire game in the Ravnica limited formats already.
Coalhauler Swine is a 4/4 Beast for 4RR. Whenever Coalhauler
Swine is dealt damage, it deals that much damage to each
player. The good news is that as a 4/4 creature, Coalhauler
Swine is likely to live through a lot of battles. The bad
news is that every time he takes damage, YOU take damage (as
well as your opponent). Basically, this card will be ALL
GOOD whenever you are ahead on life, particularly when you
are eight or more life points ahead of your opponent. Late
in the game, however, when you need to top deck a big
creature to stop your opponent from killing you, Coalhauler
Swine will not be an exciting draw.
Viashino Slasher is a 1/2 Viashino Warrior for 1R. You can
spend one red mana to give this creature +1/-1 until end of
turn. This is a very decent cheap creature for green/red
draft decks that can pump up an unblocked Slasher with a
green spell and then can use the Slasher’s own ability to
make him deal even more damage. Unfortunately, while
red/green is an extremely common limited format color
combination MOST OF THE TIME, in the land of Ravnica, it is
all but ignored in favor of combinations that align better
with the four guilds featured in the set.
Goblin Spelunkers is a 2/2 Goblin Warrior with Mountainwalk
for 2R. Reprinted from Urza’s Saga (he also appeared in
Seventh Edition) this creature is very good against red, but
offers nothing else special. If you need another guy, go
ahead and include this card in your main deck. Otherwise,
look for something else better and bring the Spelunkers in
only against Mountain wielding opponents.
War-Torch Goblin is a 1/1 Goblin Warrior for one red mana.
For one red mana, you can sacrifice War-Torch Goblin to deal
two damage to a target blocking creature. This is a 1/1 that
trades with creatures with a toughness as high as three, as
long as you’re ATTACKING. While his ability is a little
situational, this is a more than acceptable one drop.
TIER THREE – NOT A STARTER
Rain of Embers is a sorcery for 1R that deals one point to
each player and each creature. Effects like this one have
never been particularly exciting for constructed OR limited
play. This one is no different. Cards like this are strictly
sideboard material. Bring it in when your opponent has a
crazy number of one toughness creatures. I don’t think this
will happen very often, based on the experience I have so
far with Ravnica.
Goblin Fire Fiend is a 1/1 Goblin Berserker for 3R that has
haste. Goblin Fire Fiend can be pumped +1/+0 for one red
mana, and Goblin Fire Fiend must be blocked if defending
player is able. Having Lure bolted on to this creature makes
him somewhat interesting, but it’s just too risky to spend
four mana for a one toughness man. No likey.
Incite Hysteria is a sorcery for 2R with Radiance that says
that creatures that share a color with target creature
cannot block this turn. On a good day, you might be able to
make all of your opponent’s creatures unable to block.
Radiance is often a hit or miss ability, since any
detrimental effect you try to saddle your opponent’s
creatures could affect some of yours as well. This card uses
Radiance well, since it doesn’t matter if some of your
creatures lose the ability to block this turn…it’s YOUR
turn, your creatures will be attacking this turn.
Torpid Moloch is a 3/2 Lizard
with
defender (I still like to call creatures with the defender
ability walls) for one red mana. You can sacrifice three
lands to allow Torpid Moloch to lose the defender ability
until end of turn. I guess the idea is for you to get a wall
on turn one or in the early part of the game that you can
turn into an attacker nearer the end of the game. A 3/2 wall
for one mana might be a good part of a slow deck’s strategy,
but red is still about aggression, and I can’t believe very
many good decks will ever include this card.
Seismic Spike is a sorcery for 2RR that destroys a target
land and gives you two red mana. This card might well be a
very exciting new card for constructed land destruction
decks. If you have five lands in play, you can cast this
card, destroy a land, then use the two red mana provided by
this spell along with tapping your fifth land to cast a
Stone Rain or similar card to kill another land on the same
turn. In Ravnica limited formats, it will be hard to get
enough land destruction spells to consider a pure land
destruction strategy. However, mana is such an important
consideration in Ravnica limited formats that even a little
land disruption can be very effective. You might bring this
card in from the board against three and four colored
opponents in limited formats.
Smash is an instant for 2R that destroys a target artifact
and draws a card for you. If you could be sure that most of
your opponents would have artifacts in their decks, this
card could be good enough to play all the time. I do not
think this is the case. Yes, a lot of players are using the
common Signet artifacts to accelerate their mana, but
overall, I don’t think you see enough artifacts in Ravnica
limited play to justify running this card in your main deck.
Surge of Zeal is an instant for one red mana with Radiance
that gives target creature and all creatures that share a
color with it Haste until end of turn. This card is another
card where Radiance will never bite you in the but, since it
is unlikely that you and your opponent each have creatures
with summoning sickness at the same time (and it would
usually not matter if you did). While Radiance certainly
does not make this card any worse than it would be without
Radiance, neither does Radiance help this card
significantly. Basically, this is just a bad card. It just
isn’t going to come in handy often enough to justify playing
it in your deck or to bring it in from the board. Just a
bad, bad card that nobody will be playing.
BLUE COMMONS
TIER ONE – ALWAYS PLAY
Reviewing the blue commons in Ravnica for limited play
requires a little bit explanation from the start. Even
though there are TWENTY blue commons in Ravnica, there are
only a handful that you really will be excited about for
limited play. This is because there just won’t be that many
blue cards in your decks. In a race between the five colors
in the City of Guilds, blue comes in fifth. A distant fifth.
This doesn’t mean the blue cards aren’t important. There is
a very good strategy involving blue cards. Blue/black
limited designs that win most of their games by MILLING the
opponent’s library down to the ground have been very
successful. With just a few weeks of Ravnica experience
behind me and my teammates, we generally agree that the only
use any booster draft deck has for any of the blue commons
is in the blue/black mill deck.
Vedalken Entrancer is a 1/4
Vedalken Wizard for 3U. You can spend one blue mana and tap
Vedalken Entrancer to make target player put the top two
cards of his library into the graveyard. This “Millstone
Man” can block in the early game (but I wouldn’t want to
risk his death if I thought the opponent could pump up the
creature I was blocking) and then mill the opponent right
out of the game later. This card’s flavor text says it all,
“their denial reaches far into your future.”
Compulsive Research is a sorcery for 2U that causes a target
player to draw three cards and then either discard two cards
or one card if the one card is a land. This is a great card
for Ravnica limited formats because it helps you find land,
allows you to discard creatures from your hand with Dredge
that can be retrieved later and just generally helps you
tunnel through your deck. Often, this card will simply be
one of blue’s two very good common “mana fixers”, helping
you get to the variety of land that you need in the early
part of the game. On turn three, with no land in hand, you
tap out to play Compulsive Research in hopes of digging up
your fourth land drop, regardless of the fact that you might
have to discard two non-land cards. The important thing is
that you are discarding from your whole hand, not just from
the three cards that you drew with Compulsive Research.
Drift of Phantasms is a 0/5 Spirit with defender (it’s a
wall) and flying for 2U. Drift of Phantasms also has
Transmute 1UU. You don’t generally want to put creatures in
your deck that can’t attack, but in the world of Ravnica
limited, a cheap blocker as BIG as Drift of Phantasms is
very welcome. Just as importantly, you can use the Transmute
ability to discard this WALL from your hand and replace it
with any other card in your library that costs three mana.
Very decent.
Tidewater Minion is a 4/4 Elemental with Defender (this WALL
cannot attack) for 3UU. This creature has two interesting
activated abilities. You can spend four mana to make
Tidewater Minion LOSE the Defender ability until end of
turn, turning your wimpy wall into an able attacker. You can
also tap Tidewater Minion to untap target permanent. This
card is worth playing as a kind of “Jade Statue” type card,
gaining the ability to attack by activating its
LOSE-DEFENDER-ABILITY. You will use the TAP-TO-UNTAP ability
just as often, you will find. A decent big blue man anytime,
this card is very important in the blue/black millstone deck
because it essential becomes a second Vedalken Entrancer,
untapping your Entrancer to let him mill FOUR cards off your
opponent’s deck each turn while simultaneously keeping your
opponent’s smaller creatures at bay.
Surveilling Sprite is a 1/1 Faerie Rogue with flying for 1U.
When Surveilling Sprite is put into a graveyard from play,
you may draw a card. You can’t fill up your deck with
non-threats like this, but when you are filling in the last
cards for your limited deck, you could do a lot worse.
Surveilling Sprite is a walking, talking cantrip of sorts.
TIER TWO – POSSIBLY PLAYABLE
Tattered Drake is a 2/2 Zombie Drake
with flying for 4U that can be regenerated by spending one
black mana. If you don’t have access to black mana in your
deck, Tattered Drake is just a slightly overcosted flyer,
which you would probably play anyway. If you have access to
black in your deck, even if only as a splash, you can
control the skies to a certain degree with this regenerating
flyer. Look it up, regenerating flyers are few and far
between, and it is very significant that this card is a
common.
Induce Paranoia is an instant for 2UU that counters a target
spell. If black mana was used to pay for Induce Paranoia,
the controller of the countered spell puts the top X cards
of their library into the graveyard where X is the countered
spell’s converted mana cost. This is what we call a HARD
counter, for two reasons. First it DEFINITIVELY counters the
spell it targets, and second, it’s hard to cast at four
mana. Normally, a four casting cost counter spell would not
be good enough for limited main deck play, but in the world
of Ravnica (and especially in the blue/black millstone deck)
Induce Paranoia is entirely playable. Seriously, though, if
you don’t have any other answers in your card pool to some
powerful card you know your opponent has in his deck, Induce
Paranoia might be the answer for you.
Snapping Drake is a 3/2 Drake with flying for 3U. This is
one of the minority of creatures from Ravnica with no
special ability (other than flying). It hardly matters.
While other colors are playing four mana for a 2/2 creature
WITHOUT flying you get a 3/2 flying creature for the same
mana. Just a good solid creature for a good mana cost.
Convolute is an instant for 2U that counters a target spell
unless its controller pays an additional four colorless
mana. This is my favorite counter spell in the set. This
card compares favorably to Mana Leak, but a mana cost of
three is a lot to me (though cheaper than other such options
in this set). This card is not first tier for me, because I
would rather have a threat or a sure-fire answer like a hard
counter, which Convolute is NOT.
Flight of Fancy is a creature enchantment for 3U that gives
enchanted creature flying and which causes you to draw two
cards when it comes into play. This card is one of five
common creature enchantments designed to give you something
extra and useful to “juice up” an otherwise not particularly
special creature enchantment. This card has the best synergy
of the five common creature enchantments by far. You not
only imbue a creature of yours (hopefully) with flight, but
you draw two cards. If this card was simply a sorcery for 3U
that drew two cards, it would be played, though grudgingly.
As it is, this card is a fine addition to almost any limited
format deck playing virtually any amount of blue.
Peel from Reality is an instant for 1U that returns a target
creature you control and a target creature you don’t control
to their owners’ hands. This card seems unusually powerful
to me, considering the lengths this set requires red players
to go to for removal. Comparatively, Peel from Reality seems
really powerful and cheap. Obviously you would USUALLY
prefer to not have to bounce a creature of theirs and a
creature of yours, but I have been surprised at how often
this is not a problem. I think this card solves A LOT more
problems than it creates.
Stasis Cell is a creature enchantment for 4U that keeps the
creature it enchants from untapping. For 3U, you can move
Stasis Cell from one creature to another. This card is not
quite as good as it sounds, but it is still pretty good.
This card would be perfectly fine if it were simply
Dehydration for one extra mana. With Dehydration, however,
you would often wait to be sure you were spending your
creature enchantment wisely, shutting down the most
troublesome creature on your opponent’s side of the board.
With Stasis Cell, you don’t have to be so protective of your
resources. You can go ahead and use it to slow down one
creature, then move it to a new target when a bigger threat
starts bothering you. The down side is the cost of the
ability. You rarely are able to sit back with four untapped
mana during the early to middle parts of the game, and when
you do, your intentions will certainly be no mystery to your
opponent, since they ALREADY KNOW what you are up to. In
Ravnica limited formats, you have to take whatever kind of
creature control effects you can get, so Stasis Cell goes
right in your deck, warts and all.
Muddle the Mixture is an instant for UU that counters an
instant or sorcery spell. This card also has Transmute 1UU,
giving this card the flexibility necessary to be JUST GOOD
ENOUGH for your deck some of the time. Without Transmute,
this card would be too narrow to include in the main deck of
most limited decks. With the ability to Transmute, this card
becomes a slightly better card, as long as you have two
casting cost cards worth Transmuting for.
TIER THREE – NOT A STARTER
Dizzy Spell is an instant for one blue mana that gives a
target creature -3/-0 until end of turn. This card also has
Transmute 1UU. The ONLY way you can really get excited about
this card is for its Transmute ability. As a kind of
“reverse giant growth” I think this card fails as a combat
trick.
Vedalken Dismisser is a 2/2 Vedalken Wizard for 5U. When
Vedalken Dismisser comes into play, put target creature on
top of its owner’s library. This creature’s coming into play
effect is very powerful, but the cost is severe as well. You
would just much rather play Peel from Reality than this card
99% of the time.
Terraformer is a 2/2
Human
Wizard for 2U. For one mana, you choose a basic land type,
the land type of each land you control becomes that type
until end of turn. Mana fixers are more important than
normal in Ravnica limited formats. Terraformer gives you a
decent 2/2 bear that helps you access any color you need. If
you need to cast a spell that costs 4UB but all you have are
seven Islands? Tap six of your lands for blue mana, then use
one of the blue mana in your pool to activate Terraformer’s
ability, changing all of your lands into Swamps (for most
intents and purposes) now tap your last untapped land for
black mana. It’s not the most efficient color fixer ever,
but it’s not bad.
Drake Familiar is a 2/1 Drake with flying for 1U. When Drake
Familiar comes into play, you must sacrifice it unless you
return an enchantment in play to its owner’s hand. Not the
worst. The worst would be if you had to return an
enchantment THAT YOU CONTROLLED to your hand. Drake Familiar
allows you to bounce an enchantment that your opponent
controls, instantly elevating this card from
almost-unplayable to certainly-sideboardable. Don’t make a
meal out of this guy, however, unless you have LOTS of cheap
enchantments of your own, because a cheap flyer is NOT a
bargain if you can’t play him early enough in the game to
make a difference.
Quickchange is an instant for 1U that changes a target
creature’s color to the color or colors of your choice until
end of turn and then draws you a card. At worst, this card
is a “cycling” effect, replacing itself with the next card
in your deck. Cycling is also about the BEST thing that you
can say about this card. Let’s put it this way: your deck is
probably in trouble if you need to play a card like this in
the main deck.
Grayscaled Gharial is a 1/1 Crocodile with Islandwalk for
one blue mana. Traditionally, 1/1 creatures with landwalk
have not been big hits. Neither is this one. However,
Islandwalk can be a little more important than Forest-,
Mountain- or Swampwalk because blue opponents (they’re the
ones with the Islands) often hide behind more defensive
fortifications than other colors, making Islandwalk
particularly useful. That’s about as good as this cute
little Crocodile gets. In the end, it comes down to this:
2/2 landwalk good, 1/1 landwalk bad.
Zephyr Spirit is a 0/6 Spirit for 5U. When Zephyr Spirit
blocks, return it to its owner’s hand. Go ahead, try to
think of a way that this isn’t the worst creature in Ravnica.
I challenge you!
GOLD COMMONS
TIER ONE – ALWAYS PLAY
Skyknight Legionnaire is a 2/2 Human
Knight with flying and haste for 1RW. On turn three, a 2/2
hastey flyer is pretty hard to beat. This card is great, and
one of the biggest reasons red/white is one of the most
popular color combinations in Ravnica booster drafts so far.
In my opinion, this is the single best gold common in the
set for limited play.
Thundersong Trumpeter is a 2/1 Human Soldier for RW that
taps to make a target creature unable to attack or block
this turn. Amazing. For just two mana, you get a 2/1 bear
that acts like Pacifism on a stick, able to keep an
opponent’s creature out of combat no matter whose turn it
is. This is A LOT of control for two mana with a completely
useful 2/1 body besides. The fact that the two best gold
commons are both red/white is a strong clue as to why so
many limited players love this color combination.
Selesnya Evangel is a 1/2 Elf Shaman for GW. You can spend
one colorless mana, tap Selesnya Evangel and another
untapped creature you control to put a 1/1 green Saproling
creature token into play. This is just about the cheapest,
fastest reusable source for creating MORE creatures that I
have ever seen. There are LOTS of uses in Ravnica limited
for little men, and you can make a LOT of them in a hurry
with Selesnya Evangel. I don’t know if you really want two
or three of this creature in your main deck, but I do know
that if I am playing green/white, I want at least ONE of
these creatures in my deck.
Shambling Shell is a 3/1 Plant Zombie for 1BG with Dredge 3.
You can sacrifice Shambling Shell to put a +1/+1 counter on
a target creature. A nice trick is to keep dredging up
Shambling Shell each turn, even relatively early in the
game, to block and possibly kill attacking creatures while
slowly piling on +1/+1 counters onto your evasive creature
that attacks each turn while Shambling Shell holds down the
ground for your side of the board.
Golgari Rotwurm is a 5/4 Zombie Wurm for 3BG. You can spend
one black mana and sacrifice a creature at any time to make
a target player lose one life. This is a big, powerful
ground creature for a fair price. The Rotwurm’s activated
ability can become a win-condition on its own late in the
game when you have more creatures and black mana sources
than your opponent has life points.
Rally the Righteous is an instant for 1RW with Radiance that
untaps a target creature and each other creature that shares
a creature with it, those creatures get +2/+0 until end of
turn. This card can give you amazing opportunities for
controlling a combat step on offense or defense for a very
reasonable cost. This is one card where Radiance can become
a bit of a two-edged sword since it might be untapping and
pumping up some of your opponent’s creatures as well as
yours, depending on their color. However, this card is still
a must play because of the powerful way it swings a combat
step into your favor. You can use it to suddenly create a
lot more blockers (and bigger blockers) than your opponent
expected you to have. You can also simply use this card to
give one or more of your attackers a +2/+0 boost on the
attack. Either way, this card really seems to pay off well
whenever it is used.
Guardian of Vitu-Ghazi is a 4/7 Elemental with Vigilance and
Convoke for 6GW. This casting cost would lower the value of
this card a great deal if it did not have Convoke. With
Convoke, this creature is such a good blocker that you
really don’t mind tapping five or six mana along with all of
your two or three creatures to drop this massive creature
into play. Truthfully, this giant man does a lot more
blocking than attacking, only because your opponent will be
in a big hurry to block the Guardian with ALL his creatures
in order to kill it. Since this card is more defensive than
offensive, I’d have to say it’s more of a MAYBE for your
deck.
Seeds of Strength is an instant for GW that gives a target
creature +1/+1 until end of turn THREE SEPARATE TIMES. This
card can be used to give a single creature all three +1/+1
pumps, or to pump up two or three different creatures. Green
and white go together better in Ravnica than they ever have
before, which makes this popular card very easy to play.
Wrecking your opponent in the combat step before damage has
been assigned is what Seeds of Strength does ALL DAY LONG.
Enjoy.
(by the way, I consider the previous eight cards automatic
must-plays for your deck if you are playing the appropriate
colors. There are only four more gold cards, ALL of which
are at least PLAYABLE. Give Wizards of the Coast some
credit, it would have been easy to play it safe and make a
bunch of weak multi-colored commons. Thankfully, they did
not!)
TIER TWO – POSSIBLY PLAYABLE
Consult the Necrosages is a sorcery for 1UB that lets you
choose to either draw two cards or to make a target player
discard two cards. Both abilities are perfectly useful, but
I have to say I have not seen anyone use this card to do
anything else besides DRAW TWO CARDS. As such, this card is
NOT a necessity for your deck, but it certainly is a decent
card that will often be very useful for you.
Perplex is an instant for
1UB that counters a target spell unless that spell’s
controller discards his or her hand. I have been extremely
suspicious of this card, since it seems to let your opponent
pull all the strings, choosing whichever resolution of
Perplex hurts them the least. Other players that I trust
have told me they like this card a lot, that it is a hard
counter much more often than not. I say the jury is still
out. I think we can all agree that late in the game, this
card has next to no value at all, since your opponent can
still elect to discard his entire hand even when he has no
cards in his hand. (I already looked it up)
Dimir Infiltrator is a 1/3 unblockable Spirit for UB. I
thought this creature was really good when I first saw it, a
useful sized creature for just two mana that can block a lot
of early game threats and then deal the unblockable beats
later in the game. Unfortunately, like the 1/1 blue common
Islandwalker, the Infiltrator just doesn’t make enough of a
positive difference for your deck. Still playable, I have
learned that the Dimir Infiltrator is good but certainly not
great.
Woodwraith Strangler is a 2/2 Plant Zombie for 2BG that you
can regenerate by removing a creature card in your graveyard
from the game. Amazing, the WORST of the twelve gold commons
in Ravnica is a slightly overcosted 2/2 with an occasionally
useful regeneration ability. There really is nothing too
terrible about this creature, he simply is pushed out of
contention in most black/green decks because of better
creature options in those creature-rich colors.
HYBRID COMMONS
Lurking Informant is a
1/2 Human Rogue that costs one colorless and either one blue
or one black mana. You can spend two colorless mana and tap
Lurking Informant to look at the top card of target player’s
library. You may put that card into that player’s graveyard.
You can use this highly flexible card to check out the next
card of your own library and possibly improve your next
draw. More often, you will use the Lurking Informant to
check out the top card of your opponent’s library. A lot of
times, you will want to put the top card into the graveyard,
pushing your opponent one step closer to running out of
cards. Late in the game, however, you will also be quite
content to use the Informant to control the quality of the
opponent’s draw. Find a useful spell on top of their
library? Dump it. Find a land on turn fifteen? Leave it and
let ‘em choke on it!
Gaze of the Gorgon is an instant that costs three colorless
and either one black or one green mana that lets you
regenerate target creature, destroying all creatures that
blocked or were blocked by the target creature at the end of
combat. This is an outstanding combat trick, best played on
your own attacker when it is double blocked by an opponent
in order to kill your creature while losing only one of
theirs. Of course, you can also use this instant to save a
creature from being destroyed by many of your opponent’s
creature removal spells.
Centaur Safeguard is a 3/1 Centaur Warrior that costs two
colorless and either one green or one white mana. When
Centaur Safeguard is put into a graveyard from play, you may
gain three life points. This is simply a very efficiently
costed 3/1 creature that can be played in white or green
decks. Hard to say anything bad about this one.
Boros Recruit is a 1/1 Goblin Soldier with first strike that
costs either one white or one red mana. This is my least
favorite hybrid colored common in Ravnica, because Tundra
Wolf just doesn’t do it for me like it did ten years ago.
There is, however, nothing wrong with using one of these
guys to fill out the lower end of your booster draft or
sealed deck.
ARTIFACT COMMONS
Terrarion is a one casting
cost artifact that comes into play tapped. When you spend
two colorless mana and tap and sacrifice Terrarion, you get
to add two mana of any combination of colors to your mana
pool. When Terrarion is put into a graveyard from play, you
draw a card. This is a decent little cantrip card that can
help solve your early game multi-colored mana problems. The
downside to this card may be enough to make you want to
leave it out of your deck. Very simply, it comes into play
tapped, making it none too speedy. If you can live with this
drawback, and you usually can when you are able to play
Terrarion on turn one, then you will find this card fairly
useful in decks that need access to a third (or fourth)
color.
The four common Signet artifacts are very useful for mana
acceleration in any deck, but are particularly useful in
decks that are using both colors of mana that your Signet
creates. The first two or three times that I drafted Ravnica,
I played every Signet that I could draft with little regard
for the kind of mana it produced. Now I only play a Signet
if I am playing both colors it produces, or if my deck is
full of eight casting cost spells (which is probably never a
good idea in limited play). The four Signets each cost two
colorless mana and there is one for each of the two colored
Guilds featured in Ravnica. They include Selesnya Signet,
which produces a green and a white mana when you spend one
colorless mana and tap the Signet. Golgari Signet similarly
produces a black and a green, Dimir Signet produces a blue
and a black, and Boros Signet produces a red and a white.
NON-BASIC LAND COMMONS
The four common non-basic lands in Ravnica each come into
play tapped and require you to return a land to your hand
when they come into play. Once untapped, each of these lands
taps to produce TWO mana, one each of the two colors of the
four two-colored Guilds featured in this set. Dimir Aqueduct
taps for a blue and a black mana, Boros Garrison taps for a
red and a white mana, Golgari Rot Farm taps for a black and
a green mana and, finally, Selesnya Sanctuary taps for a
green and a white mana. Like the four common Signet mana
artifacts, these non-basic lands were at first grabbed by
players and put into their Ravnica limited decks whether or
not both colors produced by the land were needed for their
decks. After some further experience with the set, it has
become clear that you (a) don’t want to use these lands
unless your deck uses BOTH of the colors produced and (b)
you really don’t want to have too many of these lands in
your deck at any time. The last thing you want to do is to
be forced to mulligan because the only lands in your hand
are these non-basics.
REVIEWING THE RAVNICA COMMONS FOR LIMITED PLAY
I can’t say enough about how good the gold and hybrid
commons are in this set. WOTC Research and Development has
done a great job of encouraging players to get excited about
multi-colored card strategies. I wish I could say the same
about the mono colored commons. While I like the asymmetric
distribution of commons among the five colors (due to the
concentration on four Guild two-color combinations that this
set focuses on) I find the average power level of the
commons in Ravnica to be lower than average. What REALLY
matters in Ravnica limited formats is whether the set
encourages good skill-based play. I believe that Ravnica
really delivers on this score. The super-powerful rare bombs
are satisfyingly difficult to pay for, requiring the players
who play with broken rares to design good decks around them
in order to exploit them.
Of course, I would love to know what you think!
Jeff Zandi
Texas Guildmages
Level II DCI Judge
jeffzandi@hotmail.com
Zanman on Magic Online
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